.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #11  
Old July 31st, 2009, 05:51 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Quote:
Hit the nail right on the head there.

Gamleplay wise, it also allows me to restrict the guys who can lead them. +thematicness!
Yeah, grail knights should NOT be lead by anything other than damsels, dukes, and grail heroes.



You're right, I wasn't factoring in the standard bonus. So you can ignore what I said about the knight's morale... I think making the knights errant cheaper on resources would be slightly more thematic, but I agree that it's not necessary, and the errantry war spell will help a lot with the thematic feel of knights errant.

Making pegasus knights not cap-only seems like a good idea. They're should be rare, but if you have to choose between them and grail knights I think they're going to be a little too rare. Using high resources to keep their numbers down is probably a necessity though to keep the player from massing them.
Reply With Quote
  #12  
Old July 31st, 2009, 06:20 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Keep in mind that Lizardmen have a special extra dice when rolling leadership tests in warhammer. It equates to roughly +2 leadership. So the Temple Guard are virtually the hardest unit to break in warhammer.

I gave maneaters and flagellants morale 30 in dom3 because morale 30 is a special value which best represents the 'immune to psychology' rule. I think Grail Knights should probably have morale 30 also. They'll still rout when the army decides to (they can't abandon the lesser humans to die), but they'll never be chased off by fear etc.
Reply With Quote
The Following User Says Thank You to Sombre For This Useful Post:
  #13  
Old July 31st, 2009, 06:30 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Quote:
Originally Posted by Sombre View Post
I gave maneaters and flagellants morale 30 in dom3 because morale 30 is a special value which best represents the 'immune to psychology' rule. I think Grail Knights should probably have morale 30 also. They'll still rout when the army decides to (they can't abandon the lesser humans to die), but they'll never be chased off by fear etc.
Huh. I was under the impression that giving unit morale 30 made it mindless. But yeah, mor 30 sounds good. Fixed the fix list
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
Reply With Quote
  #14  
Old July 31st, 2009, 06:51 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

50 morale is where you get mindlessness, 30 is just really stubborn.
Reply With Quote
  #15  
Old July 31st, 2009, 09:37 AM

analytic_kernel analytic_kernel is offline
Corporal
 
Join Date: Jan 2009
Posts: 130
Thanks: 153
Thanked 21 Times in 12 Posts
analytic_kernel is on a distinguished road
Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Quote:
Originally Posted by Burnsaber View Post
Quote:
Originally Posted by rdonj View Post
2) Yes. The grail knights are also magical. By drinking from the grail the knights are made into something that's not quite human anymore. This is represented by making them magic beings.
Hit the nail right on the head there.
Gamleplay wise, it also allows me to restrict the guys who can lead them. +thematicness!
Fair enough. I had actually overlooked the fact that Grail Knights are also magic beings, and so I thought the tag on the Duke was a copy-and-paste-related artifact. My discomfort with the tag was related to the fact that they could take double damage from weapons with #dt_magic. But, I guess if they're "not quite human", then it's a moot point.
__________________
Syntax Highlighting for Vim
Reply With Quote
  #16  
Old August 1st, 2009, 05:24 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Burn - do you still want me to go through the dm and smooth the descriptive text out a bit?

It would be easiest if I could do it in the dm and then just pass it to you.
Reply With Quote
  #17  
Old August 2nd, 2009, 12:52 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Quote:
Originally Posted by analytic_kernel View Post

My discomfort with the tag was related to the fact that they could take double damage from weapons with #dt_magic. But, I guess if they're "not quite human", then it's a moot point.
Yeah, the vulnerability to anti-magic gear was also intented feature. Dukes and Grail Knights are very strong for national, non-capital recruits, they need some sort of 'achilles heel' for opponent to abuse. If you look at their stats, you'll notice that there is no way those guys could be human (all stats +14!), so it also explains their superhuman abilities.

Quote:
Originally Posted by Sombre View Post
Burn - do you still want me to go through the dm and smooth the descriptive text out a bit?

It would be easiest if I could do it in the dm and then just pass it to you.
If you have the time, it would be nice. I'm a bit baffled by the Duke description for example, how could I make it more clear that the obscene resource cost is actually based on the Steward problem?

I'm also not too sure if I managed to explain the Feudal hierarchy clearly enough. Peasants -> KotR's -> Lords -> Dukes -> King. Or do I even really need to hammer it through?

Last edited by Burnsaber; August 2nd, 2009 at 01:04 AM..
Reply With Quote
  #18  
Old August 3rd, 2009, 02:06 PM
Humakty's Avatar

Humakty Humakty is offline
Second Lieutenant
 
Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
Humakty is on a distinguished road
Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Very nice sprites, congrats !

I spotted both heroic weapons were length 0, isn't it supposed to be 2 for the sword and 4 for the lance ? I'm also wondering why breton lances deal only 8 damage, as opposed to the 16 damage of the regular lance.

In the fluff, aren't the peasants using hereditary longbows inspired from their elven neighbours's ones ? But maybe I'm mistaken on this one.

I find the ressource cost really high for a cap only sacred (grail knights). Overall their cavalry seems like nothing to write home about (more so compared to cbm varieties), I much prefer marignon/man/ulm one.

Playing them, the only easy solution seems to be going heavy on the thugs, or prod 3.
__________________
10 times more numerous, by nigth and backstabbing.

Senior member of the GLIN !
Reply With Quote
  #19  
Old August 3rd, 2009, 03:36 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Er, their cavalry absolutely ruins marig or ulm's cavalry.
Reply With Quote
  #20  
Old August 3rd, 2009, 04:32 PM
Humakty's Avatar

Humakty Humakty is offline
Second Lieutenant
 
Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
Humakty is on a distinguished road
Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

*some clicks later,having understood the lance trick*(and compared vanilla resource costs !) : huh, well, I guess the half an hour editing limit will shout out loud to the world how much of a "insert favorite" I am. And I don't know for the fluff, but maybe longbows aren't required...

And really the graphics are cOOl !
__________________
10 times more numerous, by nigth and backstabbing.

Senior member of the GLIN !
Reply With Quote
Reply

Bookmarks

Tags
bretonnia, warhammer

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:54 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.